All posts for the day April 17th, 2011

Run Time: 4h 39m | Media Format: MP4 | Video Resolution: 1280 x 720 | File Size: 532 MB
Genre: eLearning

Training Lessons:
– Designing a Leaf Generator
– Designing & Generating Flowers | part 1 – Petals
– Designing & Generating Flowers | part 2 – Stem
– Designing & Generating Flowers | part 3 – Group Generator
– Flowering Trees
– Growing Leaves – XRef Clone and Cloner Animation
– Rock Batch Generation & Texture Baking
– Terrain Design Techniques

http://www.url-dead/file/631600544/AsileFX – Foliage Generators & Modeling Techniques.part1.rar
http://www.url-dead/file/632391264/AsileFX – Foliage Generators & Modeling Techniques.part2.rar

English | AVC1 1280×720 | AAC 64 Kbps | 5.52 GB
Genre: eLearning
The 3D modo 501 Signature Course will introduce you to modo 501, from the new interface, to the new modeling tools, fur, inverse kinematics, contraints, Pixar subdivisions, updated animation pipeline, assemblies and groups, plus much more. 9 HOURS on DVD-ROM that plays on both Mac and PC in high resolution, high quality is known for.

Projects will demonstrate:
* Modeling household items with fine details using Pixar Subdivisions
* Building an environment utilizing the brand new surfaces and textures of 501
* Enhancing models and animations with new displacement and subdivision technology
* You’ll learn how to animate in modo easily, and go further with the new animation assembly system
* Wondered about sculpting and uvs? Even easier with modo 501!
* Many tips, tricks, and demonstrations throughout to show you all the many new features and enhancements that make Luxology’s modo 501 the best upgrade yet.

This brand new course is ENTIRELY NEW from the ground up!
or folder: http://www.url-dead/folder/3679391
or folder:
or folder:

Zbrush | *.mp4 | project files | 4.40 GB
This 12 hour ZBrush tutorial is aimed at anyone who is new or fairly new to ZBrush and who is keen to learn about character creation from the ground up. Follow Martin as he works though the process of creating the geometry for a character model, in real time, providing expert tips about the tools and techniques that he uses along the way.

The full tutorial starts with Quick sketch. I found this to be a very simple way to introduce the user to the idea of working in ZBrush. We explore the brush menu, the document navigation, and painting on a 3d object.

Before we start doing any further, I go into some important aspects of the interface that the user will need to know while working with Zbrush.
It later goes into ZSpheres and the creation of your armature that you will be using for generating your working mesh. We also go into things like Layers during this process to save Poses while you test your models for proportions.

Then we go ahead and go through the tools involved with making an organized PolyGroup setup so that later sculpting can be simplified. The Tool visibility tools are explored during this time.

Before I go into sculpting, I talk about the major properties of a brush and what the user needs to know when doing any sculpting on the model, or changing these aspects of the brush.

Once the mesh is made and organised, we go into the process of sculpting the model, and this is where we spend the majority of our time. Initially I spend time editing the mid sized proportions on the model and this is where transpose is introduced in some detail. I only introduce what is needed however, so as we move further ahead, I add bits of information as they are needed. As a result of covering transpose, we also go over the topic of masking.

After we have our base mesh fixed up to a certain extent, and the initial sculpting is done using the Clay brush, I start going into the process of extraction. I use the Tool, Extract function to generate very basic meshes for the clothes. At tis time, the process of retopology is just introduced lightly, for when we need to create the belt. This is also coupled with Extraction to create a very clean extruded mesh with holes.

Shadow box is used for the smaller items that need to have a more specific shape. We create the bits of cloth that are holding the belt, the belt buckle using this tool.

Once that is done, the MatchMaker brush is introduced to add curvature to the belt buckle.

Later chapters deal with sculpting, and using the tools learned up to this point. Some more things get elaborated, but from this point on the focus changes from only the toolset that Zbrush provides, into covering topics that will ultimately make a successful character. There are some discussions about wrinkles and what causes them, the process of making them, when is the right time to get into further details like veins, etc. There is a chapter dedicated toward a discussion about what I have done up to this point, and why, and it is at this point where we must step back and look at our work, before we go into detailing further, because the last 20 percent will take as long as the first 80 percent.


SolidThinking & Inspired 8.5 (2011/ENG) | 688.43 MB
The new version of the editor SolidThinking acquired several new features such as progressive rendering, real-time rendering, support for NURBS, improved management of scaling and rotation model, support high dynamic range imaging (HDRI) … But perhaps the most interesting “trick” the editor began the so-called “technology morphogenesis.

As reported by the developers in its press release, thanks to technology morphogenesis program is trying to repeat the process and the physical laws of nature. Thus, the designer provides tools for appointment of a process computer model in a particular computing environment. Thus, the user SolidThinking Inspired an opportunity to “grow” model is just asking basic foundations of its future shape.

Company SolidThinking released major updates for its two packages SolidThinking 8.5 and SolidThinking Inspired 8.5. These applications are addressed to industrial designers, can be used for creating and rendering photorealistic three-dimensional models of future products and eliminate the need for physical prototypes.

Innovative tools and features introduced in version SolidThinking 8.5, allows professionals to work more productively, as well as significantly improve the quality of rendering 3D-models. Including the attention of users requested an extended library of materials with easy navigation tools and preview the three-dimensional scenes overlaid with light. Designers can also easily create their own library materials.

Progressive rendering algorithms, and rendering in real time provides the opportunity to interact with three-dimensional scene on the stage to preview and render. The new version includes support for complex shaders that are suitable for modeling of reflective surfaces and materials such as metal, iced glass, car paint, etc.
The application allows re-rendering of selected areas of the picture. The package also includes a new wizard that will help users choose the best unit of measure and determine the allowable error (tolerances) with the size of the model. Specialists will be able to use the new 3D-manipulators for more accurate scaling, rotating and moving objects.
An update available for the product SolidThinking Inspired proposes to assess an integrated technology Morphogenesis Technology.
This development is responsible for the simulation of various natural processes and, for example, allows you to simulate the biological growth and transformation of an object placed in a specific environment.
The list of improvements, provided in version 8.0 also includes NURBS-tools for conceptual design, the possibility of presenting the entire design process in a tree structure, as well as tools for more accurate editing of model parameters.
The new version SolidThinking Inspired tightly integrated with leading CAD solutions, as well as computer-aided modeling and manufacturing and supports rendering technology in real time.